xref: /aosp_15_r20/external/mesa3d/src/mesa/state_tracker/st_cb_drawtex.c (revision 6104692788411f58d303aa86923a9ff6ecaded22)
1 /**************************************************************************
2  *
3  * Copyright 2008 VMware, Inc.
4  * All Rights Reserved.
5  *
6  **************************************************************************/
7 
8 
9 /**
10  * Implementation of glDrawTex() for GL_OES_draw_tex
11  */
12 
13 
14 
15 
16 #include "main/image.h"
17 #include "main/macros.h"
18 #include "main/teximage.h"
19 #include "main/framebuffer.h"
20 #include "program/program.h"
21 #include "program/prog_print.h"
22 
23 #include "st_context.h"
24 #include "st_atom.h"
25 #include "st_cb_bitmap.h"
26 #include "st_cb_drawtex.h"
27 #include "st_nir.h"
28 #include "st_util.h"
29 
30 #include "pipe/p_context.h"
31 #include "pipe/p_defines.h"
32 #include "util/u_inlines.h"
33 #include "pipe/p_shader_tokens.h"
34 #include "util/u_draw_quad.h"
35 #include "util/u_upload_mgr.h"
36 
37 #include "cso_cache/cso_context.h"
38 
39 
40 struct cached_shader
41 {
42    void *handle;
43 
44    uint num_attribs;
45    gl_varying_slot slots[2 + MAX_TEXTURE_UNITS];
46 };
47 
48 #define MAX_SHADERS (2 * MAX_TEXTURE_UNITS)
49 
50 /**
51  * Simple linear list cache.
52  * Most of the time there'll only be one cached shader.
53  * XXX This should be per-st_context state.
54  */
55 static struct cached_shader CachedShaders[MAX_SHADERS];
56 static GLuint NumCachedShaders = 0;
57 
58 static gl_vert_attrib
slot_to_vert_attrib(gl_varying_slot slot)59 slot_to_vert_attrib(gl_varying_slot slot)
60 {
61    switch (slot) {
62    case VARYING_SLOT_POS:
63       return VERT_ATTRIB_POS;
64    case VARYING_SLOT_COL0:
65       return VERT_ATTRIB_COLOR0;
66    case VARYING_SLOT_VAR0:
67    case VARYING_SLOT_TEX0:
68       return VERT_ATTRIB_GENERIC0;
69    default:
70       unreachable("unhandled slot");
71    }
72 }
73 
74 static void *
lookup_shader(struct st_context * st,uint num_attribs,const gl_varying_slot * slots)75 lookup_shader(struct st_context *st,
76               uint num_attribs,
77               const gl_varying_slot *slots)
78 {
79    GLuint i, j;
80 
81    /* look for existing shader with same attributes */
82    for (i = 0; i < NumCachedShaders; i++) {
83       if (CachedShaders[i].num_attribs == num_attribs) {
84          GLboolean match = GL_TRUE;
85          for (j = 0; j < num_attribs; j++) {
86             if (slots[j] != CachedShaders[i].slots[j]) {
87                match = GL_FALSE;
88                break;
89             }
90          }
91          if (match)
92             return CachedShaders[i].handle;
93       }
94    }
95 
96    /* not found - create new one now */
97    if (NumCachedShaders >= MAX_SHADERS) {
98       return NULL;
99    }
100 
101    CachedShaders[i].num_attribs = num_attribs;
102    for (j = 0; j < num_attribs; j++)
103       CachedShaders[i].slots[j] = slots[j];
104 
105    unsigned inputs[2 + MAX_TEXTURE_UNITS];
106 
107    for (int j = 0; j < num_attribs; j++) {
108       inputs[j] = slot_to_vert_attrib(slots[j]);
109    }
110 
111    CachedShaders[i].handle =
112       st_nir_make_passthrough_shader(st, "st/drawtex VS",
113                                        MESA_SHADER_VERTEX,
114                                        num_attribs, inputs,
115                                        slots, NULL, 0);
116 
117    NumCachedShaders++;
118 
119    return CachedShaders[i].handle;
120 }
121 
122 
123 void
st_DrawTex(struct gl_context * ctx,GLfloat x,GLfloat y,GLfloat z,GLfloat width,GLfloat height)124 st_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
125            GLfloat width, GLfloat height)
126 {
127    struct st_context *st = ctx->st;
128    struct pipe_context *pipe = st->pipe;
129    struct cso_context *cso = st->cso_context;
130    struct pipe_resource *vbuffer = NULL;
131    GLuint i, numTexCoords, numAttribs;
132    GLboolean emitColor;
133    gl_varying_slot slots[2 + MAX_TEXTURE_UNITS];
134    struct cso_velems_state velems;
135    unsigned offset;
136 
137    st_flush_bitmap_cache(st);
138    st_invalidate_readpix_cache(st);
139 
140    st_validate_state(st, ST_PIPELINE_META_STATE_MASK);
141 
142    /* determine if we need vertex color */
143    if (ctx->FragmentProgram._Current->info.inputs_read & VARYING_BIT_COL0)
144       emitColor = GL_TRUE;
145    else
146       emitColor = GL_FALSE;
147 
148    /* determine how many enabled sets of texcoords */
149    numTexCoords = 0;
150    for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
151       if (ctx->Texture.Unit[i]._Current &&
152           ctx->Texture.Unit[i]._Current->Target == GL_TEXTURE_2D) {
153          numTexCoords++;
154       }
155    }
156 
157    /* total number of attributes per vertex */
158    numAttribs = 1 + emitColor + numTexCoords;
159 
160    /* load vertex buffer */
161    {
162 #define SET_ATTRIB(VERT, ATTR, X, Y, Z, W)                              \
163       do {                                                              \
164          GLuint k = (((VERT) * numAttribs + (ATTR)) * 4);               \
165          assert(k < 4 * 4 * numAttribs);                                \
166          vbuf[k + 0] = X;                                               \
167          vbuf[k + 1] = Y;                                               \
168          vbuf[k + 2] = Z;                                               \
169          vbuf[k + 3] = W;                                               \
170       } while (0)
171 
172       const GLfloat x0 = x, y0 = y, x1 = x + width, y1 = y + height;
173       GLfloat *vbuf = NULL;
174       GLuint tex_attr;
175 
176       u_upload_alloc(pipe->stream_uploader, 0,
177                      numAttribs * 4 * 4 * sizeof(GLfloat), 4,
178                      &offset, &vbuffer, (void **) &vbuf);
179       if (!vbuffer) {
180          return;
181       }
182 
183       z = SATURATE(z);
184 
185       /* positions (in clip coords) */
186       {
187          const struct gl_framebuffer *fb = ctx->DrawBuffer;
188          const GLfloat fb_width = (GLfloat)_mesa_geometric_width(fb);
189          const GLfloat fb_height = (GLfloat)_mesa_geometric_height(fb);
190 
191          const GLfloat clip_x0 = (GLfloat)(x0 / fb_width * 2.0 - 1.0);
192          const GLfloat clip_y0 = (GLfloat)(y0 / fb_height * 2.0 - 1.0);
193          const GLfloat clip_x1 = (GLfloat)(x1 / fb_width * 2.0 - 1.0);
194          const GLfloat clip_y1 = (GLfloat)(y1 / fb_height * 2.0 - 1.0);
195 
196          SET_ATTRIB(0, 0, clip_x0, clip_y0, z, 1.0f);   /* lower left */
197          SET_ATTRIB(1, 0, clip_x1, clip_y0, z, 1.0f);   /* lower right */
198          SET_ATTRIB(2, 0, clip_x1, clip_y1, z, 1.0f);   /* upper right */
199          SET_ATTRIB(3, 0, clip_x0, clip_y1, z, 1.0f);   /* upper left */
200 
201          slots[0] = VARYING_SLOT_POS;
202       }
203 
204       /* colors */
205       if (emitColor) {
206          const GLfloat *c = ctx->Current.Attrib[VERT_ATTRIB_COLOR0];
207          SET_ATTRIB(0, 1, c[0], c[1], c[2], c[3]);
208          SET_ATTRIB(1, 1, c[0], c[1], c[2], c[3]);
209          SET_ATTRIB(2, 1, c[0], c[1], c[2], c[3]);
210          SET_ATTRIB(3, 1, c[0], c[1], c[2], c[3]);
211          slots[1] = VARYING_SLOT_COL0;
212          tex_attr = 2;
213       }
214       else {
215          tex_attr = 1;
216       }
217 
218       /* texcoords */
219       for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
220          if (ctx->Texture.Unit[i]._Current &&
221              ctx->Texture.Unit[i]._Current->Target == GL_TEXTURE_2D) {
222             struct gl_texture_object *obj = ctx->Texture.Unit[i]._Current;
223             const struct gl_texture_image *img = _mesa_base_tex_image(obj);
224             const GLfloat wt = (GLfloat) img->Width;
225             const GLfloat ht = (GLfloat) img->Height;
226             const GLfloat s0 = obj->CropRect[0] / wt;
227             const GLfloat t0 = obj->CropRect[1] / ht;
228             const GLfloat s1 = (obj->CropRect[0] + obj->CropRect[2]) / wt;
229             const GLfloat t1 = (obj->CropRect[1] + obj->CropRect[3]) / ht;
230 
231             /*printf("crop texcoords: %g, %g .. %g, %g\n", s0, t0, s1, t1);*/
232             SET_ATTRIB(0, tex_attr, s0, t0, 0.0f, 1.0f);  /* lower left */
233             SET_ATTRIB(1, tex_attr, s1, t0, 0.0f, 1.0f);  /* lower right */
234             SET_ATTRIB(2, tex_attr, s1, t1, 0.0f, 1.0f);  /* upper right */
235             SET_ATTRIB(3, tex_attr, s0, t1, 0.0f, 1.0f);  /* upper left */
236 
237             slots[tex_attr] = st->needs_texcoord_semantic ?
238                VARYING_SLOT_TEX0 : VARYING_SLOT_VAR0;
239 
240             tex_attr++;
241          }
242       }
243 
244       u_upload_unmap(pipe->stream_uploader);
245 
246 #undef SET_ATTRIB
247    }
248 
249    cso_save_state(cso, (CSO_BIT_VIEWPORT |
250                         CSO_BIT_STREAM_OUTPUTS |
251                         CSO_BIT_VERTEX_SHADER |
252                         CSO_BIT_TESSCTRL_SHADER |
253                         CSO_BIT_TESSEVAL_SHADER |
254                         CSO_BIT_GEOMETRY_SHADER |
255                         CSO_BIT_VERTEX_ELEMENTS));
256 
257    {
258       void *vs = lookup_shader(st, numAttribs, slots);
259       cso_set_vertex_shader_handle(cso, vs);
260    }
261    cso_set_tessctrl_shader_handle(cso, NULL);
262    cso_set_tesseval_shader_handle(cso, NULL);
263    cso_set_geometry_shader_handle(cso, NULL);
264 
265    for (i = 0; i < numAttribs; i++) {
266       velems.velems[i].src_offset = i * 4 * sizeof(float);
267       velems.velems[i].instance_divisor = 0;
268       velems.velems[i].vertex_buffer_index = 0;
269       velems.velems[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
270       velems.velems[i].dual_slot = false;
271       velems.velems[i].src_stride = numAttribs * 4 * sizeof(float);
272    }
273    velems.count = numAttribs;
274 
275    cso_set_vertex_elements(cso, &velems);
276    cso_set_stream_outputs(cso, 0, NULL, NULL);
277 
278    /* viewport state: viewport matching window dims */
279    {
280       const struct gl_framebuffer *fb = ctx->DrawBuffer;
281       const GLboolean invert = (_mesa_fb_orientation(fb) == Y_0_TOP);
282       const GLfloat width = (GLfloat)_mesa_geometric_width(fb);
283       const GLfloat height = (GLfloat)_mesa_geometric_height(fb);
284       struct pipe_viewport_state vp;
285       vp.scale[0] =  0.5f * width;
286       vp.scale[1] = height * (invert ? -0.5f : 0.5f);
287       vp.scale[2] = 1.0f;
288       vp.translate[0] = 0.5f * width;
289       vp.translate[1] = 0.5f * height;
290       vp.translate[2] = 0.0f;
291       vp.swizzle_x = PIPE_VIEWPORT_SWIZZLE_POSITIVE_X;
292       vp.swizzle_y = PIPE_VIEWPORT_SWIZZLE_POSITIVE_Y;
293       vp.swizzle_z = PIPE_VIEWPORT_SWIZZLE_POSITIVE_Z;
294       vp.swizzle_w = PIPE_VIEWPORT_SWIZZLE_POSITIVE_W;
295       cso_set_viewport(cso, &vp);
296    }
297 
298    util_draw_vertex_buffer(pipe, cso, vbuffer,
299                            offset, true,
300                            MESA_PRIM_TRIANGLE_FAN,
301                            4,  /* verts */
302                            numAttribs); /* attribs/vert */
303 
304    /* restore state */
305    cso_restore_state(cso, 0);
306    ctx->Array.NewVertexElements = true;
307    ctx->NewDriverState |= ST_NEW_VERTEX_ARRAYS;
308 }
309 
310 /**
311  * Free any cached shaders
312  */
313 void
st_destroy_drawtex(struct st_context * st)314 st_destroy_drawtex(struct st_context *st)
315 {
316    GLuint i;
317    for (i = 0; i < NumCachedShaders; i++) {
318       st->pipe->delete_vs_state(st->pipe, CachedShaders[i].handle);
319    }
320    NumCachedShaders = 0;
321 }
322